private string trimWhitSpaceAndEmotes(string str)
        {
            StringBuilder stringBuilder = new StringBuilder(" ");
            bool          flag          = true;
            int           length        = str.Length;

            char[] array = str.ToLower().ToCharArray();
            for (int i = 0; i < length; i++)
            {
                if (EmoteManager.IsEmoteCharacter(array[i]))
                {
                    continue;
                }
                if (char.IsWhiteSpace(array[i]))
                {
                    if (!flag)
                    {
                        stringBuilder.Append(" ");
                        flag = true;
                    }
                }
                else
                {
                    stringBuilder.Append(array[i]);
                    flag = false;
                }
            }
            if (!flag)
            {
                stringBuilder.Append(" ");
            }
            return(stringBuilder.ToString());
        }
Esempio n. 2
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        /// <summary>
        /// Performs the current attack on the target
        /// </summary>
        public void Attack()
        {
            if (DebugMove)
            {
                Console.WriteLine($"[{Timers.RunningTime}] - {Name} ({Guid}) - Attack");
            }

            switch (CurrentAttack)
            {
            case CombatType.Melee:
                MeleeAttack();
                break;

            case CombatType.Missile:
                RangeAttack();
                break;

            case CombatType.Magic:
                MagicAttack();
                break;
            }

            EmoteManager.OnAttack(AttackTarget);

            ResetAttack();
        }
Esempio n. 3
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File: Vendor.cs Progetto: klp2/ACE
        public void CheckClose()
        {
            if (LastPlayer == null)
            {
                return;
            }

            // handles player logging out at vendor
            if (LastPlayer.CurrentLandblock == null)
            {
                LastPlayer = null;
                return;
            }

            var dist = Vector3.Distance(Location.ToGlobal(), LastPlayer.Location.ToGlobal());

            if (dist > UseRadius)
            {
                EmoteManager.DoVendorEmote(VendorType.Close, LastPlayer);
                LastPlayer = null;

                return;
            }

            var closeChain = new ActionChain();

            closeChain.AddDelaySeconds(CloseInterval);
            closeChain.AddAction(this, CheckClose);
            closeChain.EnqueueChain();
        }
Esempio n. 4
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    private bool onSendChatMessage(ChatMessageSender.SendChatMessage evt)
    {
        bool flag = false;

        EmoteDefinition[] emoteDefinitionsFromMessage = EmoteManager.GetEmoteDefinitionsFromMessage(evt.Message);
        for (int i = 0; i < emoteDefinitionsFromMessage.Length; i++)
        {
            if (emoteDefinitionsList.Contains(emoteDefinitionsFromMessage[i]))
            {
                emoteDefinitionsList.Remove(emoteDefinitionsFromMessage[i]);
            }
            emoteDefinitionsList.Insert(0, emoteDefinitionsFromMessage[i]);
            flag = true;
        }
        while (emoteDefinitionsList.Count > RecentEmotesMaxCount)
        {
            emoteDefinitionsList.RemoveAt(emoteDefinitionsList.Count - 1);
        }
        List <string> value = DefinitionsToStrings(emoteDefinitionsList);

        DisplayNamePlayerPrefs.SetList("RecentEmotesServiceList", value);
        if (flag)
        {
            eventDispatcher.DispatchEvent(default(RecentEmotesUpdated));
        }
        return(false);
    }
Esempio n. 5
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 public void SetEmote(EmoteDefinition emoteDefinition)
 {
     if (emoteDefinition != null)
     {
         if (emoteDefinition.Id == "RecentEmoteKey")
         {
             EmoteIconText.text = null;
             GetComponent <Button>().interactable = false;
             RecentEmoteImage.enabled             = true;
             return;
         }
         this.emoteDefinition = emoteDefinition;
         if (!string.IsNullOrEmpty(emoteDefinition.Sound))
         {
             disableClickSound();
         }
         emoteString        = EmoteManager.GetEmoteString(emoteDefinition);
         EmoteIconText.text = emoteString;
         AccessibilitySettings component = GetComponent <AccessibilitySettings>();
         component.CustomToken = emoteDefinition.Token;
         TutorialBreadcrumb.SetBreadcrumbId($"Emote_{emoteDefinition.name}");
         GetComponent <Button>().interactable = true;
         RecentEmoteImage.enabled             = false;
     }
     else
     {
         EmoteIconText.text = null;
         GetComponent <Button>().interactable = false;
         RecentEmoteImage.enabled             = false;
     }
 }
Esempio n. 6
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        public override void ActOnUse(WorldObject activator)
        {
            var player = activator as Player;

            if (player == null)
            {
                return;
            }

#if DEBUG
            player.Session.Network.EnqueueSend(new GameMessageSystemChat("Portal sending player to destination", ChatMessageType.System));
#endif
            var portalDest = new Position(Destination);
            player.AdjustDungeon(portalDest);

            player.Teleport(portalDest);

            // If the portal just used is able to be recalled to,
            // save the destination coordinates to the LastPortal character position save table
            if (!NoRecall)
            {
                player.LastPortalDID = OriginalPortal == null ? WeenieClassId : OriginalPortal;     // if walking through a summoned portal
            }
            EmoteManager.OnPortal(player);
        }
Esempio n. 7
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        public void CheckClose()
        {
            if (LastPlayer == null)
            {
                return;
            }

            // handles player logging out at vendor
            if (LastPlayer.CurrentLandblock == null)
            {
                LastPlayer = null;
                return;
            }

            var dist = GetCylinderDistance(LastPlayer);

            if (dist > UseRadius)
            {
                if (LastPlayer.lastUsedContainerId == Guid)
                {
                    LastPlayer.lastUsedContainerId = new ObjectGuid(0);
                }

                EmoteManager.DoVendorEmote(VendorType.Close, LastPlayer);
                LastPlayer = null;

                return;
            }

            var closeChain = new ActionChain();

            closeChain.AddDelaySeconds(CloseInterval);
            closeChain.AddAction(this, CheckClose);
            closeChain.EnqueueChain();
        }
Esempio n. 8
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        private void StartQuest(ChatMessage message, Player player, Quest quest)
        {
            Double successChance = player.GetQuestSuccessChance();

            Boolean successful = Random.TryPercentChance(successChance);

            var resultMessage = successful
                ? quest.OnSuccess(player, Random.NextElement(EmoteManager.Get(message.Channel, EmoteCategory.Positive)))
                : quest.FailureMessage + " " + Random.NextElement(EmoteManager.Get(message.Channel, EmoteCategory.Negative));

            StringBuilder questPrompt = new();

            questPrompt
            .Append($"[Quest {String.Format("{0:0.0}", successChance * 100)}% success] ");

            if (quest.IsRare)
            {
                var positiveEmotes = EmoteManager.Get(message.Channel, EmoteCategory.Positive);

                questPrompt
                .Append(Random.NextElement(positiveEmotes))
                .Append(" RARE QUEST!!! ")
                .Append(Random.NextElement(positiveEmotes))
                .Append(' ');
            }

            questPrompt
            .Append($"{GetPlayerWithWorkers(player)} travel to {quest.Location}. {resultMessage}");

            Client.SpoolMessageAsMe(message.Channel, player, questPrompt.ToString());
        }
Esempio n. 9
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        /// <summary>
        /// This is raised by Player.HandleActionUseItem, and is wrapped in ActionChain.<para />
        /// The actor of the ActionChain is the item being used.<para />
        /// The item does not exist in the players possession.<para />
        /// If the item was outside of range, the player will have been commanded to move using DoMoveTo before ActOnUse is called.<para />
        /// When this is called, it should be assumed that the player is within range.
        ///
        /// This is the OnUse method.   This is just an initial implemention.   I have put in the turn to action at this point.
        /// If we are out of use radius, move to the object.   Once in range, let's turn the creature toward us and get started.
        /// Note - we may need to make an NPC class vs monster as using a monster does not make them turn towrad you as I recall. Og II
        ///  Also, once we are reading in the emotes table by weenie - this will automatically customize the behavior for creatures.
        /// </summary>
        public override void ActOnUse(Player player)
        {
            var actionChain = new ActionChain();

            actionChain.AddDelaySeconds(player.Rotate(this));
            if (Biota.BiotaPropertiesEmote.Count > 0)
            {
                var rng    = Physics.Common.Random.RollDice(0.0f, 1.0f);
                var result = Biota.BiotaPropertiesEmote.Where(emote => emote.Category == 7 && rng >= emote.Probability);

                if (result.Count() < 1)
                {
                    result = Biota.BiotaPropertiesEmote.Where(emote => emote.Category == 7);
                }
                if (result.Count() > 0)
                {
                    var actions = Biota.BiotaPropertiesEmoteAction.Where(action => action.EmoteSetId == result.ElementAt(result.Count() - 1).EmoteSetId&& action.EmoteCategory == result.ElementAt(result.Count() - 1).Category);

                    foreach (var action in actions)
                    {
                        EmoteManager.ExecuteEmote(result.ElementAt(result.Count() - 1), action, actionChain, this, player);
                    }
                }
                actionChain.EnqueueChain();
                //OnAutonomousMove(player.Location, this.Sequences, MovementTypes.TurnToObject, playerId);
                //GameEventUseDone sendUseDoneEvent = new GameEventUseDone(player.Session);
                //player.Session.Network.EnqueueSend(sendUseDoneEvent);
                player.SendUseDoneEvent();
            }
            else
            {
                player.SendUseDoneEvent();
            }
        }
Esempio n. 10
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 /// <summary>
 /// Transitions a monster from idle to awake state
 /// </summary>
 public void WakeUp()
 {
     MonsterState = State.Awake;
     IsAwake      = true;
     //DoAttackStance();
     EmoteManager.OnAttack(AttackTarget as Creature);
 }
Esempio n. 11
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        private void sendChatMessage()
        {
            string text = InputBarField.Text.Trim();

            InputBarField.Clear();
            if (MonoSingleton <NativeAccessibilityManager> .Instance.AccessibilityLevel == NativeAccessibilityLevel.VOICE)
            {
                string messageWithLocalizedEmotes = EmoteManager.GetMessageWithLocalizedEmotes(text);
                MonoSingleton <NativeAccessibilityManager> .Instance.Native.Speak(messageWithLocalizedEmotes);
            }
            Service.Get <EventDispatcher>().DispatchEvent(new ChatMessageSender.SendChatMessage(text, null));
            int  num  = 0;
            int  num2 = 0;
            bool flag = false;

            for (int i = 0; i < text.Length; i++)
            {
                if (EmoteManager.IsEmoteCharacter(text[i]))
                {
                    num2++;
                }
                else if (!char.IsWhiteSpace(text[i]) && !flag)
                {
                    flag = true;
                    num++;
                }
                else if (char.IsWhiteSpace(text[i]))
                {
                    flag = false;
                }
            }
            Service.Get <ICPSwrveService>().Action("game.chat", text.Length.ToString(), num.ToString(), num2.ToString());
            smc.SendEvent(new ExternalEvent("Root", "chat_close"));
        }
Esempio n. 12
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        protected override void OnInit()
        {
            Messages        = new Queue <MessageResult>(MaxMessages);
            _messageManager = new MessageManager(AddMessage);
            _emoteManager   = new EmoteManager();

            _messageManager.Connect(UserName, Token, Channel);
        }
        public void SetChatMessage(string playerName, string message, bool isChatActivity, bool isAwaitingModeration = false, bool isChatBlocked = false)
        {
            if (NameText != null)
            {
                NameText.text = playerName;
            }
            if (isChatActivity)
            {
                showActiveChat();
                return;
            }
            hideActiveChat();
            showBlockedTextPanel(isChatBlocked);
            MessageText.gameObject.SetActive(!isChatBlocked);
            if (isChatBlocked)
            {
                return;
            }
            bool flag  = message.Length <= maxEmoteString;
            bool flag2 = true;

            if (flag)
            {
                foreach (char character in message)
                {
                    if (!EmoteManager.IsEmoteCharacter(character))
                    {
                        flag2 = false;
                        break;
                    }
                }
            }
            if (flag2 && flag)
            {
                PaddingLayoutGroup.padding = PaddingSingleEmote;
                MessageText.fontSize       = FontSizeSingleEmote - (message.Length - 1) * emoteReduction;
            }
            else
            {
                PaddingLayoutGroup.padding = PaddingDefault;
                MessageText.fontSize       = FontSizeDefault;
            }
            MessageText.material = FontMaterialDefault;
            if (isAwaitingModeration)
            {
                MessageText.material = FontMaterialWaiting;
            }
            MessageText.text = message;
            if (MessageText.transform.parent != null)
            {
                AccessibilitySettings component = MessageText.transform.parent.GetComponent <AccessibilitySettings>();
                if (component != null)
                {
                    component.DynamicText = EmoteManager.GetMessageWithLocalizedEmotes(MessageText.text);
                }
            }
        }
Esempio n. 14
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 public AutomuteService(
     ILogger <Discostor> logger,
     ConfigRoot config,
     EmoteManager emoteManager)
 {
     _logger       = logger;
     _config       = config.Discord;
     _emoteManager = emoteManager;
 }
Esempio n. 15
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        public override void ActOnUse(WorldObject activator)
        {
            if (!(activator is Creature creature))
            {
                return;
            }

            EmoteManager.OnUse(creature);
        }
Esempio n. 16
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        private void showChatMessage(bool isAwaitingModeration)
        {
            MessageText.gameObject.SetActive(value: true);
            ActiveTypingPanel.SetActive(value: false);
            BlockedTextPanel.SetActive(value: false);
            isMessageShowing = true;
            CoroutineRunner.StopAllForOwner(this);
            bool   flag  = message.Length <= maxEmoteString;
            int    num   = message.Length + previousEmoteMessage.Length;
            bool   flag2 = true;
            string text  = "";

            MessageText.material = FontMaterialDefault;
            if (flag)
            {
                string text2 = message;
                foreach (char c in text2)
                {
                    if (!EmoteManager.IsEmoteCharacter(c))
                    {
                        flag2 = false;
                        break;
                    }
                    playSoundForEmote(EmoteManager.GetEmoteFromCharacter(c));
                }
            }
            if (flag2 && flag)
            {
                text = ((num > maxEmoteString) ? message : (previousEmoteMessage + message));
                PaddingLayoutGroup.padding = PaddingSingleEmote;
                MessageText.fontSize       = FontSizeSingleEmote - (text.Length - 1) * emoteReduction;
                MessageText.text           = text;
                previousEmoteMessage       = text;
                Service.Get <EventDispatcher>().DispatchEvent(new ChatEvents.ChatEmoteMessageShown(text, SessionId));
            }
            else
            {
                PaddingLayoutGroup.padding = PaddingDefault;
                MessageText.fontSize       = FontSizeDefault;
                previousEmoteMessage       = "";
                if (isAwaitingModeration)
                {
                    MessageText.material = FontMaterialWaiting;
                }
                MessageText.text = message;
            }
            AccessibilitySettings component = MessageText.GetComponent <AccessibilitySettings>();

            if (component != null)
            {
                component.DynamicText = EmoteManager.GetMessageWithLocalizedEmotes(MessageText.text);
            }
            adjustBubbleSize();
            openBubble();
            CoroutineRunner.Start(waitForDisplayTime(), this, "waitForDisplayTime");
        }
Esempio n. 17
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        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void HeartBeat()
        {
            Generator_HeartBeat();

            EmoteManager.HeartBeat();

            EnchantmentManager.HeartBeat();

            SetProperty(PropertyFloat.HeartbeatTimestamp, Time.GetTimestamp());
        }
Esempio n. 18
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        /// <summary>
        /// Called every ~5 seconds for WorldObject base
        /// </summary>
        public virtual void HeartBeat(double currentUnixTime)
        {
            Generator_HeartBeat();

            EmoteManager.HeartBeat();

            EnchantmentManager.HeartBeat();

            cachedHeartbeatTimestamp = currentUnixTime;
            SetProperty(PropertyFloat.HeartbeatTimestamp, currentUnixTime);
        }
Esempio n. 19
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        /// <summary>
        /// Transitions a monster from idle to awake state
        /// </summary>
        public void WakeUp(bool alertNearby = true)
        {
            MonsterState = State.Awake;
            IsAwake      = true;
            //DoAttackStance();
            EmoteManager.OnAttack(AttackTarget as Creature);

            if (alertNearby)
            {
                AlertFriendly();
            }
        }
Esempio n. 20
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        protected UsingEmoteManager()
        {
            MockedContextFactory = new();
            MockedContext        = new();
            MockedRandom         = new();

            Sut = new(MockedContextFactory.Object, MockedRandom.Object);

            MockedContextFactory
            .Setup(x => x.GetContext())
            .Returns(MockedContext.Object);
        }
Esempio n. 21
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        // ReSharper disable once UnusedParameter.Local
        private static void Main(String[] args)
        {
            Logger.Info("TwitchTallyWorker v" + Assembly.GetExecutingAssembly().GetName().Version + " started.");
            LineParser.SetAccuracies(Properties.Settings.Default.Accuracies);
            DataStore.Connect(Properties.Settings.Default.RedisConnectString);
            EmoteManager.ImportFromRedis();
            EmoteManager.Download();
            IncommingQueue incommingQueue = new IncommingQueue();

            Logger.Info("Waiting for User Input before exiting.");
            Console.ReadLine();
        }
Esempio n. 22
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        public void DoVendorEmote(VendorType vendorType, WorldObject player)
        {
            switch (vendorType)
            {
            case VendorType.Open:
                EmoteManager.DoVendorEmote(vendorType, player);
                break;

            default:
                log.Warn($"Vendor.DoVendorEmote - Encountered Unhandled VendorType {vendorType} for {Name} ({WeenieClassId})");
                break;
            }
        }
Esempio n. 23
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        /// <summary>
        /// Called on monster death, before Die()
        /// </summary>
        public void OnDeath()
        {
            IsTurning = false;
            IsMoving  = false;

            EmoteManager.OnDeath(DamageHistory);

            // handle summoning portals on creature death
            if (LinkedPortalOneDID != null)
            {
                SummonPortal(LinkedPortalOneDID.Value);
            }
        }
Esempio n. 24
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        /// <summary>
        /// Transitions a monster from idle to awake state
        /// </summary>
        public void WakeUp(bool alertNearby = true)
        {
            MonsterState = State.Awake;
            IsAwake      = true;
            //DoAttackStance();
            EmoteManager.OnWakeUp(AttackTarget as Creature);
            EmoteManager.OnNewEnemy(AttackTarget as Creature);
            //SelectTargetingTactic();

            if (alertNearby)
            {
                AlertFriendly();
            }
        }
Esempio n. 25
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        protected override IEnumerator runTest()
        {
            Service.Set(new Content(ContentManifestUtility.FromDefinitionFile("Configuration/embedded_content_manifest")));
            GameData gameData = new GameData();

            Service.Set(gameData);
            Service.Set((IGameData)gameData);
            gameData.Init(new Type[1] {
                typeof(EmoteDefinition)
            });
            emoteList = EmoteManager.GetAllEmoteCharacters();
            CreateChatBarText();
            yield return(EmojiFontTest());
        }
Esempio n. 26
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        private String GetRankUpMessage(ChatMessage message, Player player, IApplicationContext context, out Priority priority)
        {
            priority = Priority.Low;

            if (RanksToPoints.TryGetValue(player.Rank, out Int32 pointsToRank))
            {
                Rank nextRank = player.Rank.Next();

                if (player.Points >= pointsToRank)
                {
                    if (nextRank == Rank.None)
                    {
                        if (player.HasUnlockedAllRecipes())
                        {
                            HeistManager.LeaveAllHeists(context, player);
                            // Prestige instead of rank up
                            player.ResetRank();
                            player.Prestige++;
                            context.SaveChanges();
                            var positiveEmotes = EmoteManager.Get(message.Channel, EmoteCategory.Positive);
                            priority = Priority.Medium;
                            return($"{Random.NextElement(positiveEmotes)} You prestiged back to {Rank.Bronze} and have gained a permanent {(Int32)(PrestigeBonus * 100)}% cheese gain boost. {Random.NextElement(positiveEmotes)}");
                        }

                        return($"You need to buy all cheese recipes in order to prestige back to {Rank.Bronze} rank. " +
                               $"You will lose all your cheese and upgrades, but will gain a permanent {(Int32)(PrestigeBonus * 100)}% bonus on your cheese gains.");
                    }

                    player.Points -= pointsToRank;
                    player.Rank    = nextRank;
                    context.SaveChanges();
                    priority = Priority.Medium;

                    return($"You ranked up to {nextRank}. {Random.NextElement(EmoteManager.Get(message.Channel, EmoteCategory.Positive))} (-{pointsToRank} cheese)");
                }

                var pointsNeededToRank = pointsToRank - player.Points;
                if (nextRank == Rank.None)
                {
                    return($"You need {pointsNeededToRank} more cheese in order to prestige back to {Rank.Bronze} rank. " +
                           $"You will lose all your cheese and upgrades, but will gain a permanent {(Int32)(PrestigeBonus * 100)}% bonus on your cheese gains.");
                }

                return($"You need {pointsNeededToRank} more cheese in order to rank up to {nextRank}.");
            }

            return($"Uh oh, you broke something. You have an invalid rank of {player.Rank}.");
        }
 private bool onKeyPressed(KeyboardEvents.KeyPressed evt)
 {
     oldText = base.Text;
     setText(evt.Text);
     if (MonoSingleton <NativeAccessibilityManager> .Instance.AccessibilityLevel == NativeAccessibilityLevel.VOICE && oldText.Length > base.Text.Length)
     {
         string text = oldText.Substring(oldText.Length - 1, 1);
         if (EmoteManager.IsEmoteCharacter(char.Parse(text)))
         {
             string token            = EmoteManager.GetToken(text);
             string tokenTranslation = Service.Get <Localizer>().GetTokenTranslation(token);
             MonoSingleton <NativeAccessibilityManager> .Instance.Native.Speak(tokenTranslation);
         }
     }
     return(false);
 }
Esempio n. 28
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        /// <summary>
        /// Called every ~5 seconds for Creatures
        /// </summary>
        public override void Heartbeat(double currentUnixTime)
        {
            foreach (var wo in EquippedObjects.Values)
            {
                if (wo.NextHeartbeatTime <= currentUnixTime)
                {
                    wo.Heartbeat(currentUnixTime);
                }
            }

            VitalHeartBeat();

            EmoteManager.HeartBeat();

            base.Heartbeat(currentUnixTime);
        }
Esempio n. 29
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        private bool OnChatEmoteMessage(ChatEvents.ChatEmoteMessageShown evt)
        {
            if (!IsIncludingRemotePlayers && !isSessionIdLocalPlayer(evt.SessionId))
            {
                return(false);
            }
            Dictionary <string, EmoteDefinition> dictionary = Service.Get <GameData>().Get <Dictionary <string, EmoteDefinition> >();
            EmoteDefinition value = null;
            int             num   = 0;

            for (int i = 0; i < evt.Message.Length; i++)
            {
                if (EmoteManager.IsEmoteCharacter(evt.Message[i]))
                {
                    dictionary.TryGetValue(EmoteNames[num], out value);
                    if (!(value != null))
                    {
                        continue;
                    }
                    if (evt.Message[i] == EmoteManager.GetEmoteChar(value))
                    {
                        num++;
                        if (num >= EmoteNames.Length)
                        {
                            base.Fsm.Event(MatchEvent);
                            break;
                        }
                        continue;
                    }
                    if (EmoteNames.Length == 1 && i == evt.Message.Length - 1)
                    {
                        base.Fsm.Event(FailedEvent);
                        break;
                    }
                    if (num != 0)
                    {
                        num = 0;
                        i--;
                    }
                }
                else if (num != 0)
                {
                    break;
                }
            }
            return(false);
        }
Esempio n. 30
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        /// <summary>
        /// This is raised by Player.HandleActionUseItem, and is wrapped in ActionChain.<para />
        /// The actor of the ActionChain is the item being used.<para />
        /// The item does not exist in the players possession.<para />
        /// If the item was outside of range, the player will have been commanded to move using DoMoveTo before ActOnUse is called.<para />
        /// When this is called, it should be assumed that the player is within range.
        ///
        /// This is the OnUse method.   This is just an initial implemention.   I have put in the turn to action at this point.
        /// If we are out of use radius, move to the object.   Once in range, let's turn the creature toward us and get started.
        /// Note - we may need to make an NPC class vs monster as using a monster does not make them turn towrad you as I recall. Og II
        ///  Also, once we are reading in the emotes table by weenie - this will automatically customize the behavior for creatures.
        /// </summary>
        public override void ActOnUse(WorldObject worldObject)
        {
            if (worldObject is Player)
            {
                var player = worldObject as Player;

                var actionChain = new ActionChain();
                actionChain.AddDelaySeconds(player.Rotate(this));
                if (Biota.BiotaPropertiesEmote.Count > 0)
                {
                    var emoteSets = Biota.BiotaPropertiesEmote.Where(x => x.Category == (int)EmoteCategory.Use).ToList();

                    if (emoteSets.Count > 0)
                    {
                        var selectedEmoteSet = emoteSets.FirstOrDefault(x => x.Probability == 1);

                        if (selectedEmoteSet == null)
                        {
                            var rng = Physics.Common.Random.RollDice(0.0f, 1.0f);

                            selectedEmoteSet = emoteSets.FirstOrDefault(x => x.Probability >= rng);
                        }

                        if (selectedEmoteSet == null)
                        {
                            player.SendUseDoneEvent();
                            return;
                        }

                        var emoteActions = Biota.BiotaPropertiesEmoteAction.Where(x => x.EmoteCategory == selectedEmoteSet.Category && x.EmoteSetId == selectedEmoteSet.EmoteSetId).OrderBy(x => x.Order).ToList();

                        foreach (var action in emoteActions)
                        {
                            EmoteManager.ExecuteEmote(selectedEmoteSet, action, actionChain, this, player);
                        }
                        actionChain.EnqueueChain();
                    }

                    player.SendUseDoneEvent();
                }
                else
                {
                    player.SendUseDoneEvent();
                }
            }
        }